The fact is that this contest was done with very little contact with the competitive community and by people who themselves had very little experience with competitive play. In addition, 6v6 CTF just isn't very good in itself. Sure I've had some fun times, especially with a particularly tense and fast-paced game on Converge, but ultimately 6v6 is built for and always has been built around 5 CP maps and I thought from the very start it was a grave mistake to change from such a popular game mode in 6v6 to one that has 1 map (Turbine), which at the time of the contest starting was played very infrequently and by the time it ended was dropped from most major leagues, mainly because everybody hated playing it.
On the subject of lobby tests, another fatal mistake I think was made. Firstly, 6v6 testing was done mainly by people who make maps and whilst this was all well and good, it ultimately didn't provide players who had much 6v6 experience (with the exception of flame, and dare I say it, myself), and hence any feedback given should have been taken with a pinch of salt. In fact, despite his anarchic reputation, and whatever people think of him, people should have paid attention to flame - because his opinions were representative of what the competitive community (particularly higher levels) would have said. Some people did this, and it shows in the gameplay quality of the maps.
Secondly, lobbies themselves didn't fill up quickly and weren't regular for sure, but very few people actually attempted to even use them. Again, the better maps in the contest had authors who actively used lobbies. On the subject of slow lobbies, it puzzles me why announcements weren't used to help this - there may have been announcement spam sometimes, but the reward from doing so would be much more frequent games. People may also say that the quality of player in such a lobby may be low, but most of us around here are just as much average joes as the next random player who joins from an announcement.
'Tis my opinion.